00001 /* 00002 * frustum.cpp 00003 * 00004 * Copyright (C) 2009 Thomas A. Vaughan 00005 * All rights reserved. 00006 * 00007 * 00008 * Redistribution and use in source and binary forms, with or without 00009 * modification, are permitted provided that the following conditions are met: 00010 * * Redistributions of source code must retain the above copyright 00011 * notice, this list of conditions and the following disclaimer. 00012 * * Redistributions in binary form must reproduce the above copyright 00013 * notice, this list of conditions and the following disclaimer in the 00014 * documentation and/or other materials provided with the distribution. 00015 * * Neither the name of the <organization> nor the 00016 * names of its contributors may be used to endorse or promote products 00017 * derived from this software without specific prior written permission. 00018 * 00019 * THIS SOFTWARE IS PROVIDED BY THOMAS A. VAUGHAN ''AS IS'' AND ANY 00020 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 00021 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 00022 * DISCLAIMED. IN NO EVENT SHALL THOMAS A. VAUGHAN BE LIABLE FOR ANY 00023 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 00024 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 00025 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 00026 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00027 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 00028 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00029 * 00030 * 00031 * Retrieves view frustum from OpenGL matrices. See frustum.h 00032 */ 00033 00034 // includes -------------------------------------------------------------------- 00035 #include "frustum.h" // always include our own header first! 00036 00037 #include <math.h> 00038 00039 #include "wave-glut.h" 00040 00041 00042 00043 namespace glut { 00044 00045 00046 static const float s_radiansPerDegree = M_PI / 180.0; 00047 00048 00049 //////////////////////////////////////////////////////////////////////////////// 00050 // 00051 // static helper methods 00052 // 00053 //////////////////////////////////////////////////////////////////////////////// 00054 00055 00056 00057 //////////////////////////////////////////////////////////////////////////////// 00058 // 00059 // public API 00060 // 00061 //////////////////////////////////////////////////////////////////////////////// 00062 00063 void 00064 getViewFrustum 00065 ( 00066 IN const camera_t& camera, 00067 IN const Viewer& viewer, 00068 OUT frustum_t& f ///< view frustum 00069 ) 00070 throw() 00071 { 00072 // just use the basic geometry libraries 00073 ASSERT(createViewFrustum(viewer.getPosition(), 00074 viewer.getFacing(), 00075 viewer.getUp(), 00076 camera.getFovy() * s_radiansPerDegree, 00077 camera.getZNear(), 00078 camera.getZFar(), 00079 camera.getAspect(), 00080 f), 00081 "Failed to create view frustum--bad inputs?"); 00082 } 00083 00084 00085 00086 void 00087 drawFrustumEdges 00088 ( 00089 IN const frustum_t& f, 00090 IN const glut_color_t& c 00091 ) 00092 throw() 00093 { 00094 // save existing color and lighting 00095 int oldLighting; 00096 glGetIntegerv(GL_LIGHTING, &oldLighting); 00097 // DPRINTF("Old lighting: %d", oldLighting); 00098 if (oldLighting) { 00099 glDisable(GL_LIGHTING); 00100 } 00101 float oldColor[4]; 00102 glGetFloatv(GL_CURRENT_COLOR, (GLfloat *) oldColor); 00103 00104 // set new color and draw 00105 glColor4b(c.red, c.green, c.blue, c.alpha); 00106 glBegin(GL_LINES); 00107 point3d_t p0, p1; 00108 for (int i = 0; i < frustum_t::eEdgeCount; ++i) { 00109 f.getEdge(i, p0, p1); 00110 glVertex3fv((GLfloat *) &p0.x); 00111 glVertex3fv((GLfloat *) &p1.x); 00112 } 00113 glEnd(); 00114 00115 // restore color and lighting 00116 glColor4fv((GLfloat *) oldColor); 00117 if (oldLighting) { 00118 glEnable(GL_LIGHTING); 00119 } 00120 } 00121 00122 00123 00124 }; // glut namespace 00125